We were very pleased to welcome co-founder of AudioGaming, Guillaume Le Nost into the the PANow discussions. AudioGaming tools have been most notably used on Django Unchained from Quentin Tarantino, and their client list includes studios such as Soundelux, Lucasfilm, Ubisoft as well as award winning sound designers.

Guillaume took us through some of the history of AudioGaming and described their approach to procedural audio as mix of real-time synthesis and samples, a ‘best of both worlds’ solution that allows them to adopt whichever technique works best for a given problem. A physical modelling approach, although perhaps more analytically accurate, won’t always achieve the best results, and Guillaume proposes the use of ‘physically informed models’ such as the AudioWind plugin, which attributes it’s highly realistic temporal behaviours to wind data gathered from the French national meteorological service.

As the discussion moved into more in-depth technical areas, we were lucky enough to have lead developer Chungsin Yeh at the end of a Skype connection in Paris. Chungsin devoured questions on spectral granulation, methods to synthesise transients, and approaches to analysing physical engine data for the AudioMotors plugin.
Thanks to Guillaume and Chungsin for a fascinating presentation!

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